Mechanics (Gold and Phase System)

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Post Post #92 (isolation #0) » Mon May 21, 2012 4:58 am

Post by Yaw »

I'll admit I've only been skimming, but I don't get why we need to turn this into an accounting exercise. The FATE system provides an easy way to deal with this without counting pennies. Just give the amount of disposable income a skill level, then work with that. That way, you don't have to price out every single item in existence. Just know it's approximate value, and compare to see if the player can buy it. If the player starts making several large purchases, bump them down a level. It'll make things much faster to get organized, and be much simpler to administrate if we reduce money to flavour. (And having things not be exactly the same price everywhere is realistic anyway.)
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Post Post #94 (isolation #1) » Mon May 21, 2012 5:02 am

Post by Yaw »

I'm not actually proposing to give skill points to money, which I think was the problem. Just have a level instead of strict currency.
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